Showing posts with label level. Show all posts
Showing posts with label level. Show all posts

Thursday, July 24, 2025

Three Models of Character Advancement

One of the aspects of Secrets of sha-Arthan that's been bedeviling me lately is character advancement. I've been trying to find an approach that both makes sense mechanically and feels appropriate to the setting’s tone and structure. I believe I’ve finally managed to thread that particular needle (something I’ll be talking about in more detail on Grognardia Games Direct next week). In the course of wrestling with the issue, though, I found myself reflecting more broadly on how roleplaying games have historically handled advancement and how those choices shape the experience of play.

After all, one of the more foundational elements of any RPG is its system for character advancement. How characters improve over time has a profound impact on gameplay. It shapes player incentives and directs the focus not just of individual sessions but of entire campaigns. While there are countless variations and hybrid models, I think most systems fall into three broad categories, each exemplifying a particular design philosophy. These categories are neither mutually exclusive nor exhaustive, but they are, in my experience, among the most common approaches used in games both old and new.

Objective Advancement: The Dungeons & Dragons Model

The traditional Dungeons & Dragons approach to advancement is probably the one most familiar to readers of this blog. Characters gain experience points (XP) for doing certain things, primarily defeating monsters and acquiring treasure. In OD&D and its descendants, including AD&D 1e, treasure was by far the more significant contributor to XP, sometimes by a significant factor over combat.

This approach to advancement is appealing in part because of its objectivity. The rules are clear about what earns XP and how much doing so nets them. Players know what kinds of activities will lead to advancement and this transparency encourages a particular style of play. Exploration, clever planning, risk management, and even negotiation (to avoid unnecessary fights) all emerge naturally when the primary goal is treasure not combat.

That said, this system is also clearly an artifact of game design rather than a simulation of anything. Despite attempts to explain it retroactively, there’s no in-world explanation for why recovering a chest of gold coins makes a thief better at climbing walls or a cleric suddenly able to cast a new level of spell. Advancement in D&D is largely a mechanical abstraction, divorced from the diegetic logic of the game world. Some players find this lack of in-setting justification jarring. Others, myself included, regard it as an acceptable (and often productive) mechanical contrivance.

Diegetic Advancement: The RuneQuest/BRP Model

A very different approach is found in games like RuneQuest, Call of Cthulhu, and other members of the Basic Role-Playing (BRP) family. Here, advancement is tied directly to what the character actually does during play. If a character successfully uses a skill, such as 1H Sword or Library Use, there’s a chance that skill will improve. The logic is intuitive: you get better at things by doing them.

This system is intensely diegetic. Improvement follows in-world logic and feels grounded in the character’s actual experiences. It avoids the abstraction of XP and provides a satisfying sense of verisimilitude. There's also something engaging about watching a character slowly improve in the areas he focuses on. Some characters become jacks-of-all-trades and others become specialists.

However, this comes at the cost of bookkeeping. Every skill use must be tracked and players must remember to mark those skills for later improvement rolls. In long-term play, this can become fiddly, particularly when characters have a large number of skills. It also risks encouraging behavior where players deliberately use low-probability skills just to have a chance at improving them, regardless of context.

Despite these quirks, BRP’s approach has had lasting influence, especially on games that prioritize character immersion and realism over abstract mechanics.

Narrative Advancement: The Milestone Model

The third common approach is often called “milestone” advancement. There are no experience points to tally nor skills to track. Instead, characters improve whenever the referee (or game system) deems that a “major” event has occurred, such as defeating a key antagonist, completing a quest, finishing an adventure, and so on.

This approach is most common in contemporary games, like Mörk Borg and its various spin-offs, though a versions of it exist even in current editions of D&D and Pathfinder. Its appeal lies in its flexibility and ease of use. It removes the need for careful tracking of treasure hoards or skill rolls and aligns character advancement with the narrative arc of a campaign.

However, it also introduces a great deal of subjectivity. What counts as a "milestone?" How long should characters go between them? Without clear guidance, milestone advancement can feel arbitrary and dependent more on the referee's whims than player action. It also risks undermining the sense of accomplishment that comes from overcoming difficult challenges. If advancement is inevitable, tied to narrative beats rather than earned through in-game actions, some players may feel less invested in their characters’ growth.

Moreover, milestone systems often flatten the pacing of advancement. In classic XP-based systems, players can level up at unpredictable times, sometimes quickly after a particularly lucrative dungeon crawl and, at other times, slowly, as they scrounge for minor treasures. That unevenness contributes to a feeling of dynamic progress. Milestone systems, by contrast, tend to regularize advancement, which some may appreciate but others may find dull.

Each of these advancement models brings with it certain strengths and certain limitations. The classic D&D approach encourages player choice and strategic planning at the cost of diegetic coherence. The BRP model is immersive and logical, but mechanically heavy. Milestone advancement is smooth and flexible but often lacks clarity and player-driven incentives. Designers and referees must both consider the kind of play they want to foster. Do they want a game that rewards careful play and tangible goals? One that simulates the experience of a character’s development? Or one that supports a tightly woven narrative with minimal overhead?

There are, of course, many other variations and hybrid approaches. Games like Pendragon offer their own takes on advancement, blending elements of these three models in novel ways. Other games, like classic Traveller, all but eschew mechanical advancement altogether. Nevertheless, these three remain, I think, the primary modes by which roleplaying games have handled the question of character growth.

As always, I am probably forgetting one (or more!) obvious examples of alternate approaches to advancement. If you know of a system that doesn’t fall easily into any of these categories or otherwise deviates from the scheme I've laid out here, I’d love to hear about it in the comments.

Saturday, April 19, 2025

Levels Are For Video Games

Today, "leveling up" is a central feature of countless video games, from sprawling open-world RPGs to mobile idle clickers. As anyone who reads this blog of course knows, levels come from Dungeons & Dragons, which introduced them half a century ago as a way to mark a character's growth in power and ability through play over time. What began as a simple abstraction to track advancement has since become a core gameplay loop in video and computer games, where clear, incremental progress has come to be seen as essential to keeping players engaged. 

As video games came to outshine the tabletop games from which they borrowed mechanical concepts like levels, it was perhaps inevitable that tabletop RPGs would return the compliment by inflecting their own designs with assumptions shaped by digital play. Over time, many adopted video game-inspired approaches to advancement: faster progression, more frequent rewards, and clearly defined “power-ups” that echo the dopamine loops of their digital descendants. The result is that some players now approach tabletop RPGs expecting the same steady drip of mechanical achievement they get from a screen, treating levels, feats, and skill boosts not as optional frameworks but as the very point of play. This feedback loop between mediums has reshaped how many people think about character advancement, often narrowing it to the accumulation of stats rather than the growth of an in-game persona, his relationships, or his impact on the wider setting. It’s also made me increasingly skeptical, if not outright critical, of levels themselves.

Before we get too far, let me be clear: this post isn’t an attack on levels. They’ve been a part of tabletop RPGs since 1974 and I'm not advocating for their abandonment. In the Gygaxo-Arnesonian conception of levels, a character can cast more spells, survive more wounds, and fight more fearsome foes as he advances. In this conception, levels bring a sense of scale and direction to campaigns and help frame a rough arc of a character's growth after the fashion of, say, Conan's rise from a young, inexperienced warrior to a battle-hardened general of Aquilonia (and, eventually, its king). It was, therefore, only natural that early computer RPGs, like Ultima and Wizardry would follow suit. Computers are excellent at tracking numbers, after all, and early video games needed straightforward mechanics.

As the years went by, the leveling paradigm took over. Players of video games came to expect a steady stream of mechanical rewards for their investment of time. Kill monsters, gain experience, level up. It’s a feedback loop as familiar and addictive as a slot machine and just as tightly engineered. With the massive success of MMORPGs and action-RPGs, the model has became entrenched and, unsurprisingly, it has filtered back into tabletop gaming. Many players now approach tabletop RPGs with the assumption that leveling up, or some equivalent form of mechanical advancement, is not only expected but essential.

And that brings back to something I've been feeling for some time: tabletop RPGs don’t need levels. In fact, they don’t need mechanical advancement at all.

Plenty of games, some of them quite old, have already demonstrated this. Consider my favorite roleplaying game, Traveller. Characters in Traveller begin the game with their skills already in place, having completed careers before adventuring begins. There is no leveling system. Characters can improve, albeit very slowly, with years of in-game training, but mechanical advancement is not central to the experience of playing Traveller. Instead, the game focuses on exploration, commerce, politics, and survival in an indifferent universe. What matters is what one's character does within the setting, not how his numbers go up.

The same could even be said for a game like Call of Cthulhu, where the main arc of a character’s life isn’t defined by rising power but by gradual decline – into madness, death, or at best, retirement from delving into the Mythos. He might get better at Library Use or Spot Hidden, but he’ll never become an investigator resistant, never mind immune, to cosmic horror. That’s not the point of the game. Even RuneQuestthough it includes skill advancement through use, eschews levels entirely. A seasoned Gloranthan character is still vulnerable, still mortal. Advancement, when it comes, is more than a matter of increasing skill percentiles, but rather one of reputation, relationships, position within the world of the Third Age.

These games remind us that the real power of tabletop RPGs lies not in mechanics, but in meaning. Unlike a video game, which must quantify progress to function, a tabletop RPG has no such constraint. The game lives in conversation and imagination. If a Traveller character becomes the right hand man of the subector duke, or earns the ire of an Ine Givar terrorist cell, or uncovers the secrets of the Ancients, those are significant achievements. No hit points were gained, no XP awarded, yet the character has advanced in ways no level system can fully capture.

This is not to say that mechanical advancement is inherently bad, because I've used to good effect for decades. Leveling provides structure and creates a sense of forward motion. These are good things. For some players, it also scratches an itch that is very real. However, when mechanical growth becomes the primary – only – form of advancement, it distorts the nature of tabletop play. Players start to see everything through the lens of optimization. They choose actions based on what yields the most mechanical benefit, rather than what makes the most sense for their character or the world he inhabits.

I’ve seen it happen; I suspect most of us have. A party bypasses an intriguing mystery because it offers no clear reward. A player makes choices like navigating a skill tree, optimizing for mechanical advantage rather than what fits the world or character. That mindset can make sense in a video game, where content is finite and progress must be explicitly marked. But tabletop RPGs aren’t software. They aren’t bound by code or limited to scripted outcomes. Their flexibility is their greatest strength. A character can change the world – or be changed by it – without his stats shifting at all.

If there’s one thing my House of Worms campaign has taught me, it’s to lean into that flexibility. We should reward clever thinking, bold risks, and engagement with the setting over mechanical upgrades. The most satisfying kind of advancement comes from caring about a character and his place in the world, not just from tallying experience points. When advancement does happen, it should feel earned not because the rules dictate it, but because something significant has happened.

Levels are great. Experience points can be fun. But they are tools, not goals. Tabletop RPGs aren’t about reaching 10th level. They’re about entering and exploring an imaginary world through an equally imaginary character. What matters isn’t how many hit points your fighter has, but what you do with them. Success might mean founding a colony, retiring in disgrace, making a terrible bargain with an otherworldly power, or changing the course of an empire. These are the kinds of outcomes that emerge from choices, consequences, and collaboration with the referee and other players, not from ticking boxes on a character sheet. Advancement in a tabletop RPG is ultimately about meaning, not math.

Those aren’t the kinds of achievements a level-up screen can show you and that’s exactly what makes them worth chasing – or, increasingly, it’s what keeps me playing after all these years.

Friday, August 30, 2024

Level Titles: Beyond D&D

Having now covered all of the published TSR era D&D and AD&D character classes with level titles, I wanted to turn to some other RPGs published by the same company that also include them. First up is Empire of the Petal Throne (1975), which only makes sense, as the game's rules were essentially a variant of OD&D. Here is the chart featuring level titles for all three character classes available in that game:

There are a couple of notable ways that this chart differs from its D&D predecessors. The first and most obvious is that these titles aren't in English. Instead, they're in the Tsolyáni constructed language used in the setting, though they are accompanied by rough English translations. Secondly and more importantly, most of these titles have a meaning within the setting. For example, the titles of the fighting man class are, from levels 1 through 6, actual titles within the Tsolyáni legions. Likewise, the titles of both the priest and magic-user classes are those of ranks within the "circles" (an administrative term) of the temple priesthoods and lay priesthoods respectively. In short, these level titles aren't arbitrary names but rather markers of attainment within Tsolyánu. 

Empire of the Petal Throne is not, however, the only TSR RPG to include level titles. Another one that does so is Top Secret (1980) and its titles seem to have a lot in common with those of Dungeons & Dragons. Take, for example, the titles of the Investigation section:
Like most of their D&D predecessors, the Top Secret level titles (or "designations") are just synonyms related to the class in question, as you can see in the case of the Confiscation section:
If anything, the Confiscation titles are even less plausible than those for Investigation. Shoplifter? Crook? Those don't strike me as at all credible internal designations for a covert operative. Consider, too, the Assassination section:
Punk? Hood? Muscleman? As I said, these strike me as simply synonyms – and of a decidedly colloquial sort – rather than anything that could be accepted as having any purpose within the world of the game itself

On the other hand, there's Gangbusters (1982), which includes level titles for some of its character professions, but not others. For example, these are the titles for FBI agents:
You'll notice several things about this chart. Firstly, not every level has a unique title. Secondly, each increase in level includes a commensurate increase in salary, which has a real in-game effect. The titles in Gangbusters are, in this way, go beyond even those of Empire of the Petal Throne in being something that definitely exists within the game world rather than being simply an artifact of the game rules. For the sake of completeness here are the charts for Prohibition Agents and police officers:
Clearly, Gangbusters puts level titles to the best use of all the roleplaying games so far examined, in that they not only reflect a setting-based reality (i.e. promotion within a character's profession) but also provides a setting-based benefit in the form of increased pay. These are small things, to be sure, and one could reasonably argue that there's no need to present such things in this fashion. However, given that Gangbusters uses a level-based system, albeit one very different from D&D, it makes some sense to do it this way. In any event, I think it's fair to say Gangbusters does level titles better than D&D and Top Secret.

Thursday, August 29, 2024

Level Titles: Illusionists and the Rest

Having already covered the level titles of most of the character classes in Dungeons & Dragons, it's now time to turn to those that remain, some of which are unusual. Let's start with the most straightforward: illusionists. A sub-class of magic-user, illusionists first appeared in volume 1, issue 4 of The Strategic Review (Winter 1975) in an article written by Peter Aronson. As presented there, illusionists have the following level titles:

The AD&D Players Handbook (1978) has an almost identical list of level titles. The only difference is that the original level 1 title, minor trickster, is turned into the level 2 title, in order to make room for "prestidigitator," which also happens to be the level title for a level 1 magic-user. There is, of course, no explanation for this overlap of titles, which is, I think, unique in the game.

The paladin class first appeared as a kind of proto-prestige class to the fighting man in Supplement I to OD&D (1975). In that form, the class has no distinctive level titles. Those didn't appear until the stand-alone version of the class was presented in the AD&D Players Handbook several years later.

Unearthed Arcana (1985) formally introduced the cavalier class into AD&D. The book also made the paladin, previously a sub-class of the fighter, a sub-class of the new cavalier, which makes a certain amount of sense, given its knightly overtones. The cavalier's level titles, includes those of its two 0-levels.
Speaking of "proto-prestige classes," Unearthed Arcana also gives us the thief-acrobat. The thief-acrobat is a specialist version of the thief that an ordinary thief can opt into, starting at 6th level, provided he meets certain ability score requirements for Strength and Dexterity. Interestingly, thief-acrobats have their own distinct level titles.
Finally, there is the barbarian class, also appearing in UA. The barbarian probably has the most unusual level title chart of all:
Aside from being funny, what strikes me about the chart above is the implication that level titles actually mean something and are perhaps even bestowed by someone or some group within the world of D&D. Barbarians, as outsiders, aren't part of that world and thus have no such titles. At least, that's how I read it – but I may simply be finding meaning where there is none.

I'll return to the question of the meaning of level titles in a future post, since I've still got at least a couple more to present before I can offer any attempt at a summation of my thoughts. Stay tuned.

Thursday, August 22, 2024

Level Titles: Druids, Rangers, and Bards

The druid class first appeared in Supplement III to OD&D, Eldritch Wizardry (1976). Though the supplement gives Gary Gygax and Brian Blume the byline, the class was actually the creation of Dennis Sustare, who's credited with a special thanks (and dubbed "The Great Druid"). Here's the original list of druid level titles:

The level titles of the druid found in the AD&D Players Handbook (1978) is nearly identical, except that Gygax has inserted a new title, "ovate," between "aspirant" and "initiate of the 1st circle." Its inclusion is interesting, because of its connection to British neo-druidism, where "ovate" is a type of prophet or seer. I suppose it's a good thing that the term and its connections are sufficiently obscure or else critics of the game might have had more "support" for their bad arguments against it.

The ranger class originates in volume 1, number 2 of The Strategic Review (Spring 1975) in an article written by Joe Fischer. Presented as a sub-class of fighting men akin to the paladin (which appeared in the Greyhawk supplement earlier the same year), this OD&D version of the ranger has the following level titles:

The ranger reappears in the AD&D Players Handbook. Its level titles are almost identical to those from The Strategic Review. However, a few of the titles have been transferred to different levels and the original 9th-level title (ranger-knight) has been pushed back to level 10, in order to make room for the title of "ranger." 

Like the ranger, the bard class first appeared in the pages of The Strategic Review, specifically volume 2, issue 1 (February 1976). Written by Doug Schwegman, the article presents bards as jacks-of-all-trades based on ideas drawn from the Celtic bard, the Nordic skald, and the southern European minstrel. As originally presented, the bard has the following level titles:
The level titles of the AD&D version of the bard differ from the OD&D version in only one small way. The OD&D title of "lore master" is changed – bizarrely, in my opinion – to "lorist," a coinage for which I can find very little evidence in any of the dictionaries to which I have access. Regardless, I find it notable that Gary Gygax, in translating Schwegman's bard to AD&D, retained nearly all the level titles while changing the overall nature of it
Druids explicitly and bards implicitly all belong to an organization that governs their advancement. In the case of druids, this advancement is similar to that of monks in being adjudicated through a trial by combat. I find details of this very fascinating for what they suggest about the "world" of Dungeons & Dragons and how the various character classes fit into it. Perhaps this is a topic worthy of a later post or two.

Monday, August 19, 2024

Level Titles: Assassins and Monks

To continue with our discussion of level titles in Dungeons & Dragons, I thought it might be worthwhile to take a look at two classes that first appeared in Supplement II to OD&D, Blackmoor (1975), and later in the Advanced D&D Players Handbook (1978) – assassins and monks. Here are the level titles of the former, as they were in Blackmoor:

As with most level titles, these are all mostly synonyms, with a few exceptions, the first being "dacoit," which is an archaic term that, like "thug," ultimately derives from India. Another notable exception is "guildmaster of assassins," which suggests, like the titles immediately before it, that there's some kind of organized structure granting these titles to assassins as they gain experience. The text of Supplement II more or less states this: "Any 12th level assassin (Prime Assassin) may challenge the Guildmaster of the Assassins' Guild to a duel to the death, and if the former is victorious he becomes Guildmaster." This suggests there's a single Assassins' Guild rather several, as seems to be the case with thieves.

Regardless, the assassin level titles in the Players Handbook are somewhat different:

While many of the low-level titles are identical to those in Blackmoor, their arrangement is changed. In addition, Gygax indulged in his fondness for odd archaisms, like rutterkin and waghalter, while getting rid of "dacoit." Interestingly, he added a new title above "guildmaster assassin," namely, "grandfather of assassins," for reasons both historical and practical.

Monks offer an intriguing parallel to assassins, because, like them, their level titles suggest the existence of a single organization that governs them and thus grants these titles. Likewise, above a certain point, the granting of these titles is tied to success in combat against the previous holder of the title, perhaps inspired by martial arts trials. The OD&D level titles are:
In the AD&D Players Handbook, we get this version of them:
The AD&D list differs only in inserting an additional level and reserving the title "grand master," as opposed to simply "master" for the highest level. Otherwise, the two lists are almost identical, even down to the progression order of the various master titles (Dragons, North Wind, West Wind, etc.). I find that interesting, but I'm unsure what conclusions, if any, we can draw from these facts. It's also worth noting that, according to some sources, the "master" titles were inspired by the names of mahjong tiles, which seems plausible, given how wide were the interests in games of men like Arneson and Gygax.

Friday, August 16, 2024

Level Titles: Clerics and Magic-Users

Yesterday, we looked at the level titles of fighters and thieves, so today we'll turn to the level titles of clerics and magic-users. These are a bit more interesting, in that there's more variability between the different editions of Dungeons & Dragons. In OD&D (1974), clerics have the following level titles:

In the AD&D Players Handbook (1978), we get a similar but not identical list. Levels 1 and 2 are the same, while level 3 is simply "priest" rather than "village priest." The title of "curate" becomes a level 4 title and "vicar" disappears entirely, replaced by "perfect," which may or may not be a misspelling of "prefect." "Bishop" is replaced with "canon" and there's a title above patriarch – high priest.

The 1981 Expert Rules has yet another set of level titles, one that is fairly close to that of OD&D and yet still distinct. There's a new title, elder, that's placed in between curate and bishop, making the latter a 7th-level title rather than a 6th-level one in OD&D.

The strangest thing about all the lists of clerical level titles is how, for the most part, they're all derived from the names of Christian clergy, which says a lot about the origins of the cleric class. The anomalous titles are "adept," which strikes me as being more appropriate to a magic-user of some kind and "lama," which, while religious in character, has nothing to do with Christianity. Why these were both included in the list, I have no idea.

Turning to magic-users, we get this list in OD&D:

AD&D has a similar list, starting at level 3. The first two AD&D level titles are quite different and the titles that were replaced appear nowhere else on the list. They're simply removed. 

The Expert Rules give us yet another list. "Medium" and "seer" are restored to level 1 and 2, while "theurgist" and "thaumaturgist" are both removed entirely, much as "medium" and "seer" were in AD&D. The OD&D level titles that followed, starting with "magician" simply drop down several levels, perhaps so that "wizard" can now be the 9th-level rather than 11th-level title, since the 1981 edition places a great emphasis on level 9 being "name" level for the four human classes. Also of note is that the 1981 rules spell "conjurer" and "sorcerer" as "conjuror" and "sorceror," despite neither OD&D nor AD&D spelling them that way.

Normally, the 1983 Frank Mentzer-edited edition of D&D follows its 1981 predecessor quite closely, but there are some differences worthy of note. In the case of magic-user level titles, it's worth noting that '83 restores the "–er" endings of both "conjurer" and "sorcerer," while everything else remains the same.

I find these changes quite fascinating, but I wish I knew precisely why they were made. I have theories but no proof and I suspect, even if I were to hunt down the people responsible for doing so, they would not remember after so many decades. 

Thursday, August 15, 2024

Level Titles: Fighters and Thieves

Level titles first appeared in original (1974) Dungeons & Dragons, seemingly inspired by the various types of figures available in the "Fantasy Supplement" to Chainmail (1971), about which I may make a separate post later. These titles, in themselves, have no mechanical purpose whatsoever, serving solely as a verbal way to distinguish between two characters of the same class but of different levels. Consequently, they disappeared entirely from AD&D's Second Edition (1989), but were present in all editions of D&D until the Rules Cyclopedia (1991), when they disappeared (though they did reappear in the brief and often forgotten The Classic Dungeons & Dragons Game in 1994).

Since I've lately become very interested in the degree of continuity between the various editions of D&D, I thought looking at the level titles of the various classes might make for an interesting series of posts. To start, let's look at fighters (fighting men) and thieves. Here's the level title chart for the former from Volume 1 of OD&D:


 In the AD&D Players Handbook (1978), the list is identical.

However, in the 1981 David Cook/Stephen Marsh-edited Expert Rules, we get this list of level titles, which is only nearly identical. The 3rd-level title, Swordsman, becomes Swordmaster, probably for the same reason the 9th-level title, Lord, gains the parenthetical option of Lady. All later editions of D&D (1983, 1991, 1994) use these same level titles.

Thieves first appear in Supplement I to OD&D (1975) and use the following level titles:

In the AD&D Players Handbook, we get a slightly different list for thieves. Most of the titles are the same, but the levels they're associated with are swapped. We also get a couple of new titles, like Filcher at 6th level and Magsman at 8th level, because Gygax loved obscure and archaic words.
The D&D Expert Set much more closely follows the Supplement I level titles than does AD&D, replacing only Master Pilferer at 8th level with Thief instead (and lowering the level at which Master Thief becomes available).

Of the two character classes examined today, it's the thief that shows the most changes in its level titles between their first appearance in Greyhawk and later versions, though, even there, the changes are small. Meanwhile, the fighter changes barely at all. The same cannot be said of clerics and magic-users, as we'll see in the next post in this series.

Saturday, July 29, 2023

Slow and Steady

My House of Worms Empire of the Petal Throne campaign began in early March 2015 with six players. Eight years later, there are now seven players, four of whom have been there since the beginning. However, because of EPT's unusual approach to experience points and leveling, the rate at which these characters have advanced has been slow, even though most of them have taken part in more than 300 sessions. Indeed, until our most recent session, there was only a single character who'd reached the lofty heights of 7th level – and he only did so through the use of a magical tome (EPT's equivalent to the manual of puissant skill at arms).

That all changed this week. The characters all received a fairly large sum of experience points, thanks largely to their battles against high hit dice monsters (100 XP per HD according to the rules). This sum pushed two characters across the line into 7th level and brought several others closer to that mark. One of the newly minted 7th-level characters is Grujúng hiZnáyu, played by cartographer extraordinaire, Dyson Logos. Dyson celebrates this milestone briefly on his own blog, which is where the image above originally appeared (that's Grujúng's actual character sheet, in case anyone's interested).

About a year ago, I pondered the question of whether advancement rules are even necessary in RPGs, based on my experience of refereeing House of Worms all these years. I suppose it's inevitable I'd ponder it again after this past week's session. My feeling remains that, while it's not absolutely necessary that characters mechanically advance in a roleplaying game, it is important that they advance in some way. In the House of Worms campaign, for example, the characters have advanced socially over the course of time, gaining new ranks and positions within Tsolyáni society, as well as the prestige and influence that goes with such advances. That higher hit points or more spells were among the benefits they gained didn't matter for the most part. What did matter is that the players could see their successes had positive consequences for their characters, however they were quantified.

Friday, January 6, 2023

An Observation about Gygax's Modules

Between 1978 and 1985, TSR Hobbies published eighteen stand-alone adventure modules carrying the byline of Gary Gygax, starting with Steading of the Hill Giant Chief in 1978. Because it was the first of its kind, module G1 does not include a suggested level range on its cover. Instead, there is an interior section, labeled "CAUTION," that states the following:
Only strong characters should adventure into the Steading of the Hill Giant Chief if the party is but 3 or 4 strong. 6th or 7th level characters are suggested only when the party numbers 5 or more and only if most of the party is of higher level. The optimum mix for a group is 9 characters of various classes, with an average experience level of at least the 9th, and each should have 2 or 3 magic items.

The module's immediate sequels, The Glacial Rift of the Frost Giant Jarl and Hall of the Fire Giant King, include similar notes of caution that more or less reproduce what is stated above. When the three modules were collected together under one cover as Against the Giants in 1981, they were given a suggested level range of 8–12, which seems a bit higher than how I read Gygax's words.

Also published the same year was module D1, Descent into the Depths of the Earth, includes its own note of caution:

Those familiar with the previous modules in this scenario will be aware that they are designed for play only by players of above-average ability who have characters of high level – 9th or 10th minimum, counting multi-classed characters as roughly equal to a single classed character two levels higher than the character's higher level (three levels if triple classed) ... The module is designed for characters of about 10th level, with a party size of 7 to 9.

Module D2, Shrine of the Kuo-Toa, offers similar advice, as does module D3, Vault of the Drow. Later reprintings of these modules (again, in 1981) would combine D1 and D2 and peg its level range at 9–14 and D3 at 10–14. (The conclusion to the Giants-Drow series, 1980's Queen of the Demonweb Pits, is largely by David C. Sutherland III but Gygax is given a "with" credit, since it's at least partially based on his ideas. In any event, it too is listed as being appropriate for character levels 10–14.)

I find it interesting, as others undoubtedly have, that the first six modules TSR released for use with AD&D were all aimed at fairly high-level characters – roughly the 8–12 range. The seventh module released in 1978, Tomb of Horrors, doesn't include the same note of caution regarding levels. Instead, only that it is "A THINKING PERSON'S MODULE" with few monsters and whose challenges are meant to be" solved by brains and not brawn." That said, Tomb of Horrors does include a roster of pregenerated characters that range in level from 6 to 14. The later 1981 reprinting opts instead for a 10–14 range. 

In 1979, TSR publishes The Village of Hommlet. Again, it has no level range listed on its cover, but "Notes for the Dungeon Master" explains that "this module is designed for beginning play" and that experienced players "should start new, 1st level characters." The cover of the 1981 reprint – a recurring theme! – states that it is for "Introductory to Novice Level." Later in 1979, Gygax's name would also appear on The Keep on the Borderlands. This is the first of his modules to specify a level range on its original cover, in this case 1–3. 

There's then a gap of three years before Gygax's name again graces the cover of a D&D module of any kind. That's when The Forgotten Temple of Tharizdun is published, with a stated level range of 5–10. The next year, 1983, we see Dungeonland and its sequel, The Land Beyond the Magic Mirror, both of which are suggested for levels 9–12. 1984's Mordenkainen's Fantastic Adventure is for the same level range, while 1985's Isle of the Ape, Gygax's last published adventure module for TSR, is for levels 18+.

Looking at the totality of his published output, as I've just done, it would seem that, by and large, Gygax wasn't all that interested in low-level adventures – or at least he wasn't interested in writing them. This might be because he simply found higher-level scenarios more compelling or because he felt there was a greater need for published examples of what higher-level play could be. Either way, he devoted himself to writing a significant number of modules in the 9th–12th level range, with only a small number of outliers. 

Personally, I find this quite fascinating, if only because it runs counter to the conventional wisdom that Dungeons & Dragons, as a game line and as a product, benefits most from having lots of support for low to mid-level play. If you look at TSR's output over the years of its existence, you'll see lots of adventures in the levels 4–7 range and comparatively fewer at higher levels (though, again, there are outliers here and there). I know that my own personal preference has always been toward a similar middle span of levels and have often felt that every edition of D&D starts to creak after about level 9 or so, though Gygax would seem to have felt differently. If so, it makes me wonder all the more what his version of Second Edition might have looked like.

EDIT: I inexplicably left out both Expedition to the Barrier Peaks (8–12) and The Lost Caverns of Tsojcanth (6–10), two modules I like a great deal. 

Friday, October 7, 2022

What Are Levels For?

In light of my earlier post on levels, I find myself wondering: what are levels for? This is a sincere question on my part. Levels – by which I mean experience levels – are simply one of those things that Dungeons & Dragons has always had but whose purpose I never questioned. Obviously, levels are a marker of accumulated experience and thus advancement, but why does that even matter? 

In OD&D, there's an implicit suggestion that experience level is indexed to the difficulty posed by the typical inhabitants of a given dungeon level (hence the re-use of the key term). However, that suggestion is a very loose one, since the Monster Level Tables found in The Underworld & Wilderness Adventures don't present a one-for-one correlation between dungeon level and monster level (which is to say, hit dice – itself an inexact measure of relative difficulty). And, of course, the Wilderness Wandering Monster tables don't even make a pretense of correlating difficulty with monster level/hit dice, so what's going on?

Again, I want to reiterate I'm being sincere in asking about the purpose of levels in D&D. It may very well be that, despite my long years of playing the game, I've simply been too thickheaded to understand their point beyond providing a simple milestone for when a character gains access to more potent abilities. If so, I'd be grateful to anyone who can enlighten me on this matter. Plenty of other RPGs manage to get by without levels; why does D&D have them?

Grousing about Levels

Having extensively played Dungeons & Dragons in one form or another – including Empire of the Petal Throne, which is clearly derived from D&D – for more than four decades now, I've pretty well made my peace with its idiosyncrasies. That said, there is one aspect of the game that increasingly vexes me and that's the way that experience points and levels interact with one another. 

One of the first things you'll notice if you take a look at an experience table for any class in any edition of D&D is that, as level increases, so too do hit points. Glancing at other charts indexed to level reveals that nearly every important mechanical feature of a class, such as its combat effectiveness, saving throws, spell and other abilities, likewise increase in step with level increases. 
While it's certainly simpler to tie every ability to a character's level, it doesn't make much sense. Logically – to the extent that word has any meaning in this context – abilities ought to go up separately, as a character makes use of them and thereby becomes better at using them or through study and practice. Of course, this is not how D&D works or was ever intended to work. I don't blame the game for not conforming to this specific understanding of experience.

In my House of Worms campaign, which uses Empire of the Petal Throne, this issue has reared its head several times. Unlike D&D, EPT includes a rudimentary skill system that delineates the areas of knowledge a character knows at the start of his career. In addition, as the character gains levels, he has the opportunity to acquire new skills, in addition to the more usual D&D-ish benefits of more hit points, greater combat effectiveness, etc. But what if a character wants to pick up a new skill outside of a level increase? This is an issue, because level increases in EPT occur much more slowly than in D&D. Furthermore, among the possible skills are things like foreign languages that ought to be learnable simply by seeking out a tutor or by spending enough time in a foreign land among native speakers to develop some degree of fluency. (To be fair, this is also an issue in D&D, which ties language acquisition to Intelligence score.)

In my campaign, I allowed characters to acquire new skills (and spells) by spending time and money to study with someone capable of teaching them. This made logical sense to me, since that's how people acquire new skills in the real world. It was also attractive as part of the game, because it immersed the characters further in the setting. If, for example, they wanted to learn the Livyáni language prior to their visit to that far-off land, they'd need to find and hire an NPC to teach them. If one of them wanted to learn the sphere of impermeable quiescence spell, he'd need to visit the Temple of Sárku and cajole one of its sorcerers into instructing him in its intricacies. All of this led to a greater connection to the people and institutions of the setting, which I consider important to the long-term success of the campaign.

But none of this, strictly speaking, is allowed by the game. More to the point, it's contrary to the way skill acquisition is presented in the Empire of the Petal Throne rulebook, which ties it to level advancement, just like hit points or saving throws. Now, obviously, I'm well within my rights as the referee to change anything in the rulebook I want and have done so without any qualms. However, that doesn't change the fact that what I am doing – detaching a level-based ability from levels – is the camel's nose under the tent for uncoupling experience gain, level advancement, and ability improvement. 

I'm by no means opposed to this line of thought. Indeed, I'm rather well disposed toward it, especially of late. At the same time, there's no denying that it inevitably leads to some places I'm not sure Dungeons & Dragons (and games based on its model, like EPT) can go very far. That might explain why I find myself looking longingly at Basic Role-Playing and its descendants for inspiration, even though I am instinctively more inclined toward the D&D approach to most things, given its relative simplicity for newcomers. 

I'd be very interested in hearing others' thoughts on this matter, particularly from those who've wrestled with it in their own campaigns.

Monday, June 6, 2022

Are Character Advancement Rules Necessary?

I've never made any secret of the fact that GDW's Traveller is my favorite roleplaying game. Over the years, I've played it a lot – perhaps not as often as Dungeons & Dragons but that's to be expected, I think. Fantasy RPGs have always been more popular than science fiction ones and D&D was (and is) the proverbial 800-lb. gorilla of fantasy roleplaying games. Even so, Traveller has had a profound influence on the way I look at – and play – RPGs. Indeed, it might well have had a greater influence on me than even Dungeons & Dragons.

I mention this because twice in recent weeks I've been asked about how I handle character advancement in my ongoing House of Worms Empire of the Petal Throne campaign. Though obviously derived from OD&D, EPT includes a number of unique mechanical features, including reduced experience points as characters rise in level. The practical effect of these reductions is that, unless one's campaign is focused very heavily on underworld exploration and the acquisition of huge amounts of treasure, character progression stalls out at about level 6 or 7. That's what has happened in House of Worms.

In Traveller, once you've generated your character, his characteristics or skill levels will probably never improve (though characteristics can decrease, due to the effects of aging). As the game explains,

Characters already know their basic physical and mental parameters; their basic educational and physical development have already occurred, and further improvement can only take place through dedicated endeavor. Experience gained as the character travels and adventures is, in a very real sense, an increased ability to play the role which he or she has assumed.

This is a dramatic counterpoint to the approach of D&D or indeed almost any other roleplaying game, where regular mechanical improvement is, if not the entire point of the game, a major feature of it. Traveller, by contrast, largely eschews this; the "reward" of playing Traveller over time is "increased ability to play the role" the player has adopted. In other words, the player becomes more experienced rather than his character.

Note the distinction I made: regular mechanical improvement, by which I meant things like increased hit points, combat ability, saving throws, etc. Traveller provides little scope for that after character generation and yet, despite their absence, I can't recall a single complaint from anyone with whom I've played the game over the years. Certainly no one in my Riphaeus Sector campaign was aggrieved by this state of affairs. Of course, a lack of regular mechanical improvements is not the same thing as a lack of all improvements. Whenever I've played Traveller, the characters have improved, through the acquisition of better gear, greater knowledge, and more far-reaching influence. None of this is insignificant and, in fact, I would argue that most of these non-mechanical improvements ultimately have longer-lasting consequences (particularly in long campaigns).

This is certainly what I have observed in the House of Worms campaign. Though no player character has acquired any new hit points or spells in a very long time, I don't think anyone involved in the campaign would attempt to make the claim that his character hasn't improved with time. For example, the characters began, seven years ago, as minor scions of the mid-ranked House of Worms clan in the city of Sokátis. Through a combination of skill, cleverness, and dumb luck, they're now in positions of some power and influence within Tsolyánu. In addition, they've learned more about the world of Tékumel, knowledge that has served them well as they attempt to unravel the mysteries of Achgé Peninsula. As in my Traveller campaigns of old, not a single player has ever complained about his character's "lack of improvement."

Perhaps unsurprisingly, as I continue to work – albeit more slowly than I'd hoped – on The Secrets of sha-Arthan, the question of the mechanical improvement of characters is something I'm pondering. Are character advancement rules even necessary? Do we simply include them in nearly every RPG simply because D&D did so in 1974? I haven't made up my mind on this matter, but, between a lifetime of playing Traveller and the last seven years of my House of Worms campaign, I'm seriously beginning to wonder about their presumed necessity. At the very least, I'm looking more closely at experience and advancement than I have until now, with an eye toward understanding their purpose and effect on gameplay. What can we learn from Traveller and might its approach not be a better one than the never-ending mechanical escalation of Dungeons & Dragons

Tuesday, April 5, 2022

White Dwarf: Issue #33

Issue #33 of White Dwarf (September 1982) features a strangely compelling cover by Andrew George. I'm honestly not sure what it's supposed to be depicting, but, whatever it is, I find it interesting. The issue contains quite a pair of Traveller articles, starting with "Weapons for Traveller," which is a collection is new weapons for the game submitted by readers. Relatedly, there is "Guns for Sale" by Steve Cook. Though brief, this is a useful article that looks at the availability of various Traveller weapons through normal channels, taking into account factors such as tech level and law level. My main complaint about the article is that, like others in White Dwarf, it makes use of percentile dice, which are wholly unknown in Traveller. 

Continuing with the Traveller theme, "Open Box" reviews Striker, giving 6 out of 10, which I think is quite fair when one considers its complexity and general utility. Also reviewed are all four modules in the "S;ave Lords" series, which are collectively given 7 out of 10. Chaosium's Elric boardgame receives the same score, as does Flying Buffalo's Grimtooth's Traps. Perhaps I am seeing something that's not really there, but I've noticed that the reviews in "Open Box" are becoming somewhat more critical than they had been at the start of the column. I think that's a good thing overall, since the whole purpose of reviews in my opinion is to discuss, as objectively as one can, the good and the bad of a product so that a reader has a solid basis on which to decide whether to buy the product for himself. I'll be keeping a closer eye on "Open Box" in future issues to see if indeed my sense of things is borne out.

Part III of Paul Vernon's "The Town Planner" series focuses on "Running Towns and Cities," with special attention being paid to government, local customs, laws, calendars, events, and urban encounters. Taken together, these topics are among the most interesting and immediately useful ones that Vernon has tackled in this series. Consequently, I really enjoyed reading his thoughts and ideas. "Rumble at the Tin Inn" by Michael Cule is a mini-scenario for use with RuneQuest that's explicitly inspired by Lewis Pulsipher's "A Bar-Room Brawl" from issue #11. Like its predecessor, it includes a map with cut-out counters and game statistics for all the potential combatants. 

Speaking of follow-ups (and Lewis Pulsipher), we get Part II of his "Arms at the Ready" series, the first part of which appeared in issue #31. Readers are treated to eight more weapons cards for use with AD&D. Oliver Dickinson's "Rune Rites" column looks at "Invisibility and Magic." In addition to presenting a magic item, "The Cap of Sight," the article includes a small piece written by Greg Stafford himself, entitled "Spells Which I Don't Use in My Campaign." Stafford explains that he finds spells like invisibility, concealment, and vision "make it hard for [him] to referee a decent game which includes drama and tension." For that reason, he does not make these spells "general available to regular people or adventurers." Fascinating!

"Brevet Rank for Low Level Characters" by Lewis Pulsipher is an odd article. The whole thing is premised on the idea that convention referees often encounter people who wish to join their adventure but who lack characters of sufficient level to do so. Pulsipher then puts forward a system by which the referee can "pro-rate" a low-level character so that he can participate in a high-level adventure. I have no particular objection to the guidelines Pulsipher offers, but why bother? Had not referees in the UK at the time heard of pre-generated convention characters? Chalk this one up to another installment in The Past is a Foreign Country.

"Fiend Factory" this month looks at psionic monsters with "All in the Mind." As is usually the case, the monsters are a mixed bag and include some truly bizarre creatures, like the Psi-Mule and Giant Mole (which is inexplicably possessed of several mental powers). More interesting, from a historical perspective if nothing else, is Zytra, Lord of the Mind Flayers, created by future science fiction author, Charles Stross (who also created the githyanki and githzerai). Finally, "Treasure Chest" is a true miscellany of material for D&D, from a new potion to a new spell to a system for handling wear and tear on armor.

All in all, it's a fine issue, with a good mix of material, though not quite as strong as the previous one. Even so, this coming issues match up with the period of my youth when I was an avid reader of White Dwarf. For nostalgia alone, I expect I'll enjoy re-reading them and, if my memories are not mistaken, they will contain a fair bit of material well worth re-visiting.